By the way, your Jump script is brilliant in DS4.5 when a Geometry Shell is created for a prop the shell has (for me, thus far) appeared offset from the original item - a quick firing up of your script sorts it all out :)

Good news. Ther is no "flippin angle" issue to fix, the script was just doing what it was told.

so, in the image below, you can see how it works.

using a script named mcjZeroTubeMaker, i created a 6 sides by 64 segments tube
that tube is initially so deflated that it's invisible ( hence the name zeroTube )
on the ground, i placed a photo of a real-life paperclip (a textured primitive plane )
i switched to the top-view camera
then i animated the sphere held by Amy (Aiko3)
the animation starts at frame 0 and ends at frame 64 (since our ZeroTube has 64 segments)
the red dots on the photo correspond to the animated sphere's keyframes
at frames 0, 3, 6, 9 ....... 63, 64
then i executed the mcjTransport script
and the zeroTube was inflated and bent to become the paperclip !

the difference is that the new script is that you'll just have
to create the path, and the script will take care of keeping the "tube" non-kinked

UV maps make me happy :cheese: I remember checking mcjRibbons out when it came out but the "Usage" bit on on the page was (and still kinda is) bit too intimidating to give it a whirl...

I did somewhat recently "rediscover" your mcjWarp (my old rig couldn't really handle it well enough). It turns out to be really handy for "fitting" dynamic clothing before draping them - especially since you don't need clean looking morphs for that purpose.